One of the most memorable moments was when I first came across the project by Camille Utterback, “Text Rain”. This project involves projectors and computer programming that allows cameras to detect the placement of dark objects such as people and influence the placement of the words on the screen. The falling text appears to be moving according to the movement of the audience. Camille and Romy Achituv created this amazing phenomenon. Although there has been much improved versions similar to “Text Rain” today, the fact that this piece was from a time ago, makes it all the more astounding. This project paved roads for future projects that involves human and technology interactions, bringing the audience into the work of art and allowing the viewers to have a direct impact on the piece. Some of her later pieces, such as the “Active Ecosystem”  shows this progress, as Camille installs large panels on an elevator with a fish that interacts with the elevator.



Maryyann-Looking Outwards-1

“Discuss one project that you admire profoundly (why?)”


The interactive App piece created by Johnny Kelly and produced by Nexus Interactive Arts, called Memory Palace explores the possibilities of the combination of technology and audience. He was commissioned to create a piece about a story where the main character is allowed to provide the future generations with one of his memories. Johnny’s piece invites viewers to draw their most precious memories onto a tablet and digitally send them onto a viewing board, which is then printed into a poster after the board is filled. I found it extremely admirable that through the sharing of memories, people of many cultural backgrounds and ages are brought together to share their most valued thoughts with strangers. It is really a beautiful and magical display. The ability of the project to create a new bound between strangers is very phenomenal, seeing how memories are such important to being human. One aspect I think that could have made the project more successful or just more playful was to also create a animated version of the board, where some drawings slightly moved. That would almost bring the long past memories back to life.

“one project that surprised you (why?)”

Corona Perspectives – JWT Spain


With the help of JWT, a global advertising and marketing agency in New York City and support from the development studio Espada y Santa Cruz, Corona Perspectives was born. This program allows a tennis match to be recorded, played back through a 360 degree perspective, as well as represent ball distance and where the ball touched the ground. This creation not only allows the audience to experience the game in a whole new level, but also will be very useful for tennis coaches or tennis players since it captures tiny details of the ball. The project can be related to the US Open Tennis Real-Time Data Visualization project. Presented by the US Open Pointstream, this project explores the statistical data generated during a tennis match in 3D. I found the heat-mapping of the ball, which allows the viewer to accurately distinguish the landing of the ball on the court and the trajectory filters most impressive because they will not only create a playback effect, but as contribute to the tennis world as training guides. I think another touch that could have been successful was a playback option of the match, so that the viewer can see the trajectories in action. I was really surprised and amazed by the ability softwares can have through the combination of design and computer programming.

“one project that could have been great, but disappointed you (why?).”


“My Life Aquatic” is an interactive game by David Leibovic, Ricardo Sanchez, and Sunah Suh that involves a fish of a randomized color and size which follows the mouse slightly when the user moves the cursor. Food is then displayed on the screen by ones, which the user can feed the fish. At first glance, the interactive exhibition seems very interesting, combining the color choice and the music, along with the natural movement of the fish. However, after several minutes, the motion becomes too repetitive to capture any further interest. I found the fluid movement of the fish to be very eye catching. One improvement I would have made was to add more creatures in the background or to interact with. Furthermore, the user would have been more involved if there was some progress in the interactions. Ricardo Sanchez possesses his own website which is littered with little animated designs present in this project.


Critical Engineering

“ The Critical Engineer recognizes that each work of engineering engineers its user, proportional to that user’s dependency upon it.”

A work of technology, machinery, or utility is only as good as its importance and purpose to its user. Just as a piece of equipment serves to aid its user, the full potential of the equipment can only be achieved through the willingness of the user. A device that is often used will display its full power, have an effect on the users, and eventually upgraded or updated to an improved version. However, following this train of thought, also brings up an important and possibly dangerous point, the reliance on a work of engineering. As the Critical Engineer observes, the effect of the work projects a user’s dependency upon it. For example, the cellar phone is one of the most common communication devices of today. As its importance grows, people become more reliant on it,and as more people adopt to it, the more likely it is to be changed for efficiency or convenience. Internet appears on cell phones faster than ever before and the high-speed, high definition video cameras such as the 8-megapixel sensor on the Apple iPhone 5 are proofs that these technologies have driven people to an almost point of insanity to create faster, more efficient machines to fill the appetite of hungry users. The new phones will then in turn attract more customers. It is important for us to recognize the difference between a reliable device and relying on a device so we do not end up becoming machines for our machines.

First Word, Last Word

The concept of “First Word, Last Word” refers to the ability of a work to remain fresh, astounding or impressive to the audience. The Gartner Hype Cycle graphs out this phenomenon through a series of points representing the popularity or usefulness of certain utilities and ideas. The “first word arts” exist as yellow arrows, climbing up the Technology Trigger and heading close to the Peak of Inflated Expectations. They represent new ideas, impressive and innovative displays that have not yet become the popular, hot, mainstream news. The area of the curve between the Peak of Inflated Expectations  and the Trough of Disillusionment embodies the “last word arts”. Only works that remain steadily between these two areas have not fallen into the category of disinterest or the expectation of norm. Yet these works are well known and remain talked about amongst the people. My interests exist somewhere between the Innovation Trigger and the Peak of Inflated Expectations. I wish to create works with found technology but present it in a new way. Instead of working near the Peak of Inflated Expectations where there already exist works I must compare with for ideas, I want to create something new. I think Schulze enjoys working in the “Trough of Disillusionment” because there is something magical about the forgotten common items. They may be found everywhere and blended in with their surroundings, but it does not make them any less curious.